/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. 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Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DRENDER_RENDER_RENDERER_H #define QT3DRENDER_RENDER_RENDERER_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QSurface; class QOpenGLDebugLogger; class QMouseEvent; namespace Qt3DCore { class QEntity; class QFrameAllocator; class QEventFilterService; } namespace Qt3DRender { class QCamera; class QMaterial; class QShaderProgram; class QMesh; class QRenderPass; class QAbstractShapeMesh; class QGraphicsApiFilter; class QAbstractSceneParser; namespace Render { class CameraLens; class GraphicsContext; class FrameGraphNode; class Material; class Technique; class Shader; class Entity; class RenderCommand; class RenderQueue; class RenderView; class Effect; class RenderPass; class RenderThread; class RenderStateSet; class VSyncFrameAdvanceService; class PickEventFilter; class NodeManagers; class QT3DRENDERSHARED_PRIVATE_EXPORT Renderer : public AbstractRenderer { public: explicit Renderer(QRenderAspect::RenderType type); ~Renderer(); API api() const Q_DECL_OVERRIDE { return AbstractRenderer::OpenGL; } qint64 time() const Q_DECL_OVERRIDE; void setTime(qint64 time) Q_DECL_OVERRIDE; void setSurface(QSurface *s) Q_DECL_OVERRIDE; void setNodeManagers(NodeManagers *managers) Q_DECL_OVERRIDE { m_nodesManager = managers; } void setServices(Qt3DCore::QServiceLocator *services) Q_DECL_OVERRIDE { m_services = services; } void setSurfaceExposed(bool exposed) Q_DECL_OVERRIDE; QSurface *surface() const Q_DECL_OVERRIDE { return m_surface; } NodeManagers *nodeManagers() const Q_DECL_OVERRIDE; Qt3DCore::QServiceLocator *services() const Q_DECL_OVERRIDE { return m_services; } void initialize() Q_DECL_OVERRIDE; void shutdown() Q_DECL_OVERRIDE; void createAllocators(Qt3DCore::QAbstractAspectJobManager *jobManager) Q_DECL_OVERRIDE; void destroyAllocators(Qt3DCore::QAbstractAspectJobManager *jobManager) Q_DECL_OVERRIDE; void render() Q_DECL_OVERRIDE; void doRender() Q_DECL_OVERRIDE; bool isRunning() const Q_DECL_OVERRIDE { return m_running.load(); } void setSceneRoot(Qt3DCore::QBackendNodeFactory *factory, Entity *sgRoot) Q_DECL_OVERRIDE; Entity *sceneRoot() const Q_DECL_OVERRIDE { return m_renderSceneRoot; } void setFrameGraphRoot(const Qt3DCore::QNodeId fgRootId) Q_DECL_OVERRIDE; FrameGraphNode *frameGraphRoot() const Q_DECL_OVERRIDE; QVector renderBinJobs() Q_DECL_OVERRIDE; Qt3DCore::QAspectJobPtr pickBoundingVolumeJob() Q_DECL_OVERRIDE; Qt3DCore::QAspectJobPtr createRenderViewJob(FrameGraphNode *node, int submitOrderIndex); Qt3DCore::QAbstractFrameAdvanceService *frameAdvanceService() const Q_DECL_OVERRIDE; void registerEventFilter(Qt3DCore::QEventFilterService *service) Q_DECL_OVERRIDE; void executeCommands(const QVector &commands); Attribute *updateBuffersAndAttributes(Geometry *geometry, RenderCommand *command, GLsizei &count, bool forceUpdate); void setOpenGLContext(QOpenGLContext *context); QGraphicsApiFilter *contextInfo() const; void addAllocator(Qt3DCore::QFrameAllocator *allocator); Qt3DCore::QFrameAllocator *currentFrameAllocator(); QThreadStorage *tlsAllocators(); inline HMaterial defaultMaterialHandle() const { return m_defaultMaterialHandle; } inline HEffect defaultEffectHandle() const { return m_defaultEffectHandle; } inline HTechnique defaultTechniqueHandle() const { return m_defaultTechniqueHandle; } inline HRenderPass defaultRenderPassHandle() const { return m_defaultRenderPassHandle; } inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; } QList pendingPickingEvents() const; void enqueueRenderView(RenderView *renderView, int submitOrder); bool submitRenderViews(); QMutex* mutex() { return &m_mutex; } #ifdef QT3D_RENDER_UNIT_TESTS public: #else private: #endif bool canRender() const; Qt3DCore::QServiceLocator *m_services; NodeManagers *m_nodesManager; // Frame graph root Qt3DCore::QNodeId m_frameGraphRootUuid; Entity *m_renderSceneRoot; QHash m_materialHash; QHash m_techniqueHash; QHash m_shaderHash; QMaterial* m_defaultMaterial; QTechnique* m_defaultTechnique; HMaterial m_defaultMaterialHandle; HEffect m_defaultEffectHandle; HTechnique m_defaultTechniqueHandle; HRenderPass m_defaultRenderPassHandle; // Fail safe values that we can use if a RenderCommand // is missing a shader Shader *m_defaultRenderShader; RenderStateSet *m_defaultRenderStateSet; QHash m_defaultParameterToGLSLAttributeNames; QUniformPack m_defaultUniformPack; QScopedPointer m_graphicsContext; QSurface *m_surface; RenderQueue *m_renderQueue; QScopedPointer m_renderThread; QScopedPointer m_vsyncFrameAdvanceService; void buildDefaultMaterial(); void buildDefaultTechnique(); QMutex m_mutex; QSemaphore m_submitRenderViewsSemaphore; QWaitCondition m_waitForWindowToBeSetCondition; QWaitCondition m_waitForInitializationToBeCompleted; static void createThreadLocalAllocator(void *renderer); static void destroyThreadLocalAllocator(void *renderer); QThreadStorage m_tlsAllocators; QAtomicInt m_running; QScopedPointer m_debugLogger; QScopedPointer m_pickEventFilter; QVector m_allocators; QVector m_dirtyAttributes; QVector m_dirtyGeometry; QAtomicInt m_exposed; QOpenGLContext *m_glContext; PickBoundingVolumeJobPtr m_pickBoundingVolumeJob; qint64 m_time; }; } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_RENDERER_H